I just want to make game art!

· Responsible for creating the Bayou Fantom district of the game and crafting an authentic experience, working alongside Designers and Mission Artists to further develop critical path gameplay spaces and narrative experiences.

· Worked intimately with Level Designers, World Builders and Art Leads to ensure quality and direction of terrain meshes and city spaces—to include level building, set dressing, and building out open world and mission spaces with props and vegetation to establish the look and feel of environment.

· Additional duties included optimization tasks, establishing and maintaining road networks along with Level Designers, propagating and building cover and navigational data and fixing bugs for the Bayou Fantom and surrounding districts as needed.

· Worked closely alongside Level Designers and team to establish and set foundation for Stones Unturned DLC mission areas within the city as well as building the Island game space and critical path, including creating and coordinating asset lists, art budgets in addition to normal duties.

The Deep End February - July 2015

Environment Artist (Independent Contractor)

Unannounced Project, Unreal 4 Engine

· Create meshes and level building; jointly established the look and feel of environment

The Black Glove June - August 2014

"Guide the hands of fate as you unravel the surreal maze of The Equinox."

“Explore the depths of Rapture through Booker and Liz’s eyes as you uncover the mysteries that lie beneath the waves.”

Irrational Games, Unreal 3 EngineArtist

· Modeled and textured various game objects along with uniquely crafted terrain meshes for different levels, working to maintain the style and aesthetic of the art direction.

·Worked intimately with Level Builders and Leads to ensure quality and direction of both assets and terrain meshes and their purpose and presence within the spaces, responding quickly to changes in level or feedback.

· Fixed and proactively hunted bugs in terrain meshes and meshes within the level.

Aliens: Colonial Marines October 2011 – December 2012

“The plan was to investigate the disappearance of the Sulaco and her crew. Your mission now, survive.”

TimeGate Studios, Unreal 3 EngineEnvironment Artist 1

·Populated, lit and optimized scenes and levels

·Modeled new assets as well as modified pre-existing pieces in addition to reviewing and modifying outsourced assets.

·Worked and communicated closely with Level Designers to maintain level flow and cover/combat pacing as well as establishing horror mood via lighting and set dressing.

·Duties included using GPAD for level optimization and performance for PS3 as well as animation and modeling support for animators

BioShock Infinite June 2012 – November 2012

“Blaze through the high flying world of Columbia and uncover the city's mysteries as you fight hand-in-hand with your companion Elizabeth.”